Mac to Game Development@programming.dev • edit-21 year agoUnity apologizes to devs, reveals updated Runtime Fee policyblog.unity.comexternal-linkmessage-square15fedilinkarrow-up136arrow-down12cross-posted to: unity@programming.devgames@lemmy.worldgamedev@lemmy.mlgamedev_news@programming.devtechnology@lemmy.worldgames@sh.itjust.worksgaming@beehaw.orghackernews@derp.foogaming@beehaw.org
arrow-up134arrow-down1external-linkUnity apologizes to devs, reveals updated Runtime Fee policyblog.unity.comMac to Game Development@programming.dev • edit-21 year agomessage-square15fedilinkcross-posted to: unity@programming.devgames@lemmy.worldgamedev@lemmy.mlgamedev_news@programming.devtechnology@lemmy.worldgames@sh.itjust.worksgaming@beehaw.orghackernews@derp.foogaming@beehaw.org
minus-squareI Cast FistlinkfedilinkEnglish1•1 year agoOuch. Don’t suppose there’s an option to export the baked animations to some external file that Blender or some other program could read?
minus-square@ExtraMedicated@lemmy.worldlinkfedilinkEnglish2•1 year agoI could do animations, but I really wanted it to be more dynamic and have the characters able to look at points of interest, and bend over to reach for nearby objects in any direction.
Ouch. Don’t suppose there’s an option to export the baked animations to some external file that Blender or some other program could read?
I could do animations, but I really wanted it to be more dynamic and have the characters able to look at points of interest, and bend over to reach for nearby objects in any direction.